How's my GB Town look?
#1
Posted 15 June 2008 - 04:18 PM
TOWN MAP
As you may or may not have noticed, I really tried to keep with the Oracle style. (notice the ledge near the middle-top of the town ... And YES you CAN jump off that ledge! That's the cool thing about the GB style. Most ledges are unjumpable, so not too much work on my part! )
It looks pretty ok to me, but I don't know how it would look to others. Keep in mind, you CAN talk to all those people, animals, and signs. You can't walk behind trees, but you can walk behind statues.
Well, any tips you guys might have for me? (Don't be too harsh on me! )
Thanks!
#2
Posted 15 June 2008 - 04:22 PM
Looks swell.
#3
Posted 15 June 2008 - 04:26 PM
#4
Posted 15 June 2008 - 04:44 PM
#5
Posted 15 June 2008 - 05:07 PM
You have made the interior of the houses in another layer? Or did the same in the interior of the overworld map?
Edited by masterofpigs, 16 June 2008 - 08:46 AM.
#6
Posted 15 June 2008 - 07:10 PM
And, the run-down house is missing its roof cause the screen cuts off right there.
What do you mean? The town is in an Interior Dmap, and I had extra space, so I made another Interior Dmap for the houses. I just used the same map.
Alright, I'll see what I can do. I'll tell ya'll how it goes!
Edited by AgentLym, 15 June 2008 - 07:11 PM.
#7
Posted 15 June 2008 - 07:29 PM
Noticed at the bottom, too, the bottom center that is, that there's a mountain error.
#8
Posted 15 June 2008 - 08:04 PM
Great start though, just add more detail and such.
#9
Posted 15 June 2008 - 09:12 PM
#10
Posted 15 June 2008 - 09:44 PM
#11
Posted 16 June 2008 - 04:56 AM
I think that having to make all the interior rooms may be one reason people generally don't design big towns in Quests. Or at least I don't.
Edit: I took another look. Never mind what I said. Just add ONE house, in the lower-right corner of the map.
Edited by Schwa, 16 June 2008 - 04:58 AM.
#12
Posted 16 June 2008 - 09:09 AM
#13
Posted 16 June 2008 - 10:56 AM
it's true but for me is better that way, no to many obstacles!
beautiful design though
#14
Posted 16 June 2008 - 11:35 AM
First off, cut off the column of screens that include the statue and weathervanes. You don't need 12 screens for town; 9 should do well enough. relocate whatever you really need from those screens onto others.
Next, keep it as is. This is a "rapidly growing" town; a simple script that counts Triforce pieces (or whatever, since a simple item script can simply add to a global variable when obtained) can change the village into a town into a city while Link goes on his adventure. The script simply changes the warp when a certain amount of Triforce pieces or as such are obtained. Now, scripts can change combos, so setting up a row of special combos that use all four Warps (A, B, C, and D) shouldn't be that hard. Next set up the three or four stages of the town, and finally set the Tile Warps that use A on the edges of the screens before going into town, and that should do it.
#15
Posted 16 June 2008 - 01:30 PM
IMPROVED TOWN
How's it look now? I know I didn't 'randomize' the trees very much... sorry 'bout that. But the trees are right on the boundaries of the screens. They are mainly there to give the town a.... game boy-ish feeling. I think it looks very good while you are actually playing the game. You (or at least, I) don't notice the trees are in a line or stuff like that.
Does it look any better?
And, sorry Linkus, but... I don't know if I'll be able to implement the 'growing town' idea. This town will only be part of the game for maybe the first 3 levels, but then you'll travel to another part of Hyrule. (at least, that's what I have planned )
But, the town's not too big, right? Just think of the top left as a little neighborhood, but the whole area is part of the town, mostly just because it's cut off from the rest of the land mass by the Sea and the forest and stuff like that.
What do you guys think?
========EDIT========
Sorry for the lack of quality on my last uploaded pic. This one is better.
Edited by AgentLym, 16 June 2008 - 02:45 PM.
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